This commit is contained in:
lx
2026-07-06 14:01:11 -04:00
commit c4f97d729d
16468 changed files with 935321 additions and 0 deletions
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#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
float3 Normal : NORMAL0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
float FogFactor : TEXCOORD1;
};
uniform float4x4 WorldMatrix;
uniform float4 Color;
VertexOutput AdornSelfLitVSGeneric(Appdata IN, float ambient)
{
VertexOutput OUT = (VertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
float3 light = normalize(G.CameraPosition - position.xyz);
float ndotl = saturate(dot(normal, light));
float lighting = ambient + (1 - ambient) * ndotl;
float specular = pow(ndotl, 64.0);
OUT.HPosition = mul(G.ViewProjection, mul(WorldMatrix, IN.Position));
OUT.Uv = IN.Uv;
OUT.Color = float4(Color.rgb * lighting + specular, Color.a);
OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
return OUT;
}
VertexOutput AdornSelfLitVS(Appdata IN)
{
return AdornSelfLitVSGeneric(IN, 0.5f);
}
VertexOutput AdornSelfLitHighlightVS(Appdata IN)
{
return AdornSelfLitVSGeneric(IN, 0.75f);
}
VertexOutput AdornVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
#ifdef PIN_LIGHTING
float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
float ndotl = dot(normal, -G.Lamp0Dir);
float3 lighting = G.AmbientColor + saturate(ndotl) * G.Lamp0Color + saturate(-ndotl) * G.Lamp1Color;
#else
float3 lighting = 1;
#endif
OUT.HPosition = mul(G.ViewProjection, position);
OUT.Uv = IN.Uv;
OUT.Color = float4(Color.rgb * lighting, Color.a);
OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
return OUT;
}
sampler2D DiffuseMap: register(s0);
float4 AdornPS(VertexOutput IN): COLOR0
{
float4 result = tex2D(DiffuseMap, IN.Uv) * IN.Color;
result.rgb = lerp(G.FogColor, result.rgb, saturate(IN.FogFactor));
return result;
}
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 1
#define CFG_GLOSS_SCALE 256
#define CFG_REFLECTION_SCALE 0.6
#define CFG_NORMAL_SHADOW_SCALE 0
#define CFG_SPECULAR_LOD 0.94
#define CFG_GLOSS_LOD 240
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0.25
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0.75
#define CFG_FAR_SPECULAR_CUTOFF 0
#define CFG_OPT_DIFFUSE_CONST
#include "material.hlsl"
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 1.3
#define CFG_GLOSS_SCALE 64
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0.1
#define CFG_SPECULAR_LOD 0.26
#define CFG_GLOSS_LOD 26
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"
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#include "globals.h"
// GLSLES has limited number of vertex shader registers so we have to use less bones
#ifdef GLSLES
#define MAX_BONE_COUNT 32
#else
#define MAX_BONE_COUNT 72
#endif
// PowerVR saturate() is compiled to min/max pair
// These are cross-platform specialized saturates that are free on PC and only cost 1 cycle on PowerVR
#ifdef GLSLES
float saturate0(float v) { return max(v, 0); }
float saturate1(float v) { return min(v, 1); }
#else
float saturate0(float v) { return saturate(v); }
float saturate1(float v) { return saturate(v); }
#endif
#define GBUFFER_MAX_DEPTH 500.0f
float4 gbufferPack(float depth, float3 diffuse, float3 specular, float fog)
{
depth = saturate(depth / GBUFFER_MAX_DEPTH);
const float3 bitSh = float3(255*255, 255, 1);
const float3 lumVec = float3(0.299, 0.587, 0.114);
float2 comp;
comp = depth*float2(255,255*256);
comp = frac(comp);
comp = float2(depth,comp.x*256/255) - float2(comp.x, comp.y)/255;
float4 result;
result.r = lerp(1, dot(specular, lumVec), saturate(3 * fog));
result.g = lerp(0, dot(diffuse, lumVec), saturate(3 * fog));
result.ba = comp.yx;
return result;
}
float3 getPosInLightSpace(float3 posIn)
{
float3 lightToWorld = posIn - G.BlobShadowData0.xyz;
return float3(dot(G.Lamp0Right, lightToWorld), dot(G.Lamp0Up, lightToWorld), dot(G.Lamp0Dir, lightToWorld));
}
float getSingleBlobShadowOrigin(float3 lightSpacePos, float4 blobData)
{
float distSq = dot(lightSpacePos.xy, lightSpacePos.xy);
// OH MY GOD! a BRANCH? Why? Because this produces a better assembly over other solution
float projDistScaled = lightSpacePos.z * 0.04;
if (lightSpacePos.z < 0)
projDistScaled = lightSpacePos.z * -0.3;
return min(1, distSq * G.OutlineBrightness_ShadowInfo.z + projDistScaled + blobData.a);
}
float getSingleBlobShadow(float3 lightSpacePos, float4 blobData)
{
return getSingleBlobShadowOrigin(lightSpacePos - blobData.xyz, blobData);
}
float getBlobShadow(float3 lightSpacePos)
{
#ifdef PIN_HQ
float shadow = min(getSingleBlobShadowOrigin(lightSpacePos, G.BlobShadowData0), getSingleBlobShadow(lightSpacePos, G.BlobShadowData1));
shadow = min(getSingleBlobShadow(lightSpacePos, G.BlobShadowData2), shadow);
shadow = min(getSingleBlobShadow(lightSpacePos, G.BlobShadowData3), shadow);
return shadow;
#else
return getSingleBlobShadowOrigin(lightSpacePos, G.BlobShadowData0);
#endif
}
float3 lgridOffset(float3 v, float3 n)
{
// cells are 4 studs in size
// offset in normal direction to prevent self-occlusion
// the offset has to be 1.5 cells in order to fully eliminate the influence of the source cell with trilinear filtering
// (i.e. 1 cell is enough for point filtering, but is not enough for trilinear filtering)
return v + n * (1.5f * 4.f);
}
float3 lgridPrepareSample(float3 c)
{
// yxz swizzle is necessary for GLSLES sampling to work efficiently
// (having .y as the first component allows to do the LUT lookup as a non-dependent texture fetch)
return c.yxz * G.LightConfig0.xyz + G.LightConfig1.xyz;
}
#ifdef GLSLES
#define LGRID_SAMPLER sampler2D
float4 lgridSample(LGRID_SAMPLER t, sampler2D lut, float3 data)
{
float4 offsets = tex2D(lut, data.xy);
// texture is 64 pixels high
// let's compute slice lerp coeff
float slicef = frac(data.x * 64);
// texture has 64 slices with 8x8 atlas setup
float2 base = saturate(data.yz) * 0.125;
float4 s0 = tex2D(t, base + offsets.xy);
float4 s1 = tex2D(t, base + offsets.zw);
return lerp(s0, s1, slicef);
}
#else
#define LGRID_SAMPLER sampler3D
float4 lgridSample(LGRID_SAMPLER t, sampler2D lut, float3 data)
{
float3 edge = step(G.LightConfig3.xyz, abs(data - G.LightConfig2.xyz));
float edgef = saturate1(dot(edge, 1));
// replace data with 0 on edges to minimize texture cache misses
float4 light = tex3D(t, data.yzx - data.yzx * edgef);
return lerp(light, G.LightBorder, edgef);
}
#endif
#ifdef GLSLES
float3 nmapUnpack(float4 value)
{
return value.rgb * 2 - 1;
}
#else
float3 nmapUnpack(float4 value)
{
float2 xy = value.ag * 2 - 1;
return float3(xy, sqrt(saturate(1 + dot(-xy, xy))));
}
#endif
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 1.3
#define CFG_GLOSS_SCALE 128
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0
#define CFG_SPECULAR_LOD 0.07
#define CFG_GLOSS_LOD 22
#define CFG_NORMAL_DETAIL_TILING 10
#define CFG_NORMAL_DETAIL_SCALE 1
#define CFG_FAR_TILING 0.25
#define CFG_FAR_DIFFUSE_CUTOFF 0.75
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#define CFG_OPT_NORMAL_CONST
#include "material.hlsl"
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#include "common.h"
struct Appdata
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 Uv : TEXCOORD0;
float2 UvStuds : TEXCOORD1;
float4 Color : COLOR0;
// int4 produces better D3D asm, float4 produces better GLSL code
#ifdef GLSL
float4 Extra : COLOR1;
#else
int4 Extra : COLOR1;
#endif
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD2;
#endif
float4 EdgeDistances : TEXCOORD3;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float4 Uv_EdgeDistance1 : TEXCOORD0;
float4 UvStuds_EdgeDistance2 : TEXCOORD1;
float4 Color : COLOR0;
float4 LightPosition_Fog : TEXCOORD2;
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
float4 View_DepthMulFadeout : TEXCOORD3;
float4 Normal_SpecPower : TEXCOORD4;
#endif
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD5;
#else
float4 Diffuse_Specular : COLOR1;
#endif
float4 PosLightSpace_Reflectance: TEXCOORD6;
};
#ifdef PIN_SKINNED
uniform float4 WorldMatrixArray[MAX_BONE_COUNT * 3];
#endif
#ifdef PIN_DEBUG
uniform float4 DebugColor;
#endif
VertexOutput DefaultVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
// Transform position and normal to world space
#ifdef PIN_SKINNED
int boneIndex = IN.Extra.r;
float4 worldRow0 = WorldMatrixArray[boneIndex * 3 + 0];
float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
float3 normalWorld = float3(dot(worldRow0.xyz, IN.Normal), dot(worldRow1.xyz, IN.Normal), dot(worldRow2.xyz, IN.Normal));
#else
float3 posWorld = IN.Position.xyz;
float3 normalWorld = IN.Normal;
#endif
// Decode diffuse/specular parameters; encoding depends on the skinned flag due to vertex declaration differences
#if defined(PIN_DEBUG)
float4 color = DebugColor;
#else
float4 color = IN.Color;
#endif
float specularIntensity = IN.Extra.g / 255.f;
float specularPower = IN.Extra.b;
float ndotl = dot(normalWorld, -G.Lamp0Dir);
#ifdef PIN_HQ
// We'll calculate specular in pixel shader
float2 lt = float2(saturate(ndotl), (ndotl > 0));
#else
// Using lit here improves performance on software vertex shader implementations
float2 lt = lit(ndotl, dot(normalize(-G.Lamp0Dir + normalize(G.CameraPosition - posWorld.xyz)), normalWorld), specularPower).yz;
#endif
OUT.HPosition = mul(G.ViewProjection, float4(posWorld, 1));
OUT.Uv_EdgeDistance1.xy = IN.Uv;
OUT.UvStuds_EdgeDistance2.xy = IN.UvStuds;
OUT.Color = color;
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w);
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
OUT.View_DepthMulFadeout = float4(G.CameraPosition - posWorld, OUT.HPosition.w * G.FadeDistance.y);
float4 edgeDistances = IN.EdgeDistances*G.FadeDistance.z + 0.5 * OUT.View_DepthMulFadeout.w;
OUT.Uv_EdgeDistance1.zw = edgeDistances.xy;
OUT.UvStuds_EdgeDistance2.zw = edgeDistances.zw;
OUT.Normal_SpecPower = float4(normalWorld, specularPower);
OUT.PosLightSpace_Reflectance.w = IN.Extra.a / 255.f;
#endif
#ifdef PIN_SURFACE
#ifdef PIN_SKINNED
float3 tangent = float3(dot(worldRow0.xyz, IN.Tangent), dot(worldRow1.xyz, IN.Tangent), dot(worldRow2.xyz, IN.Tangent));
#else
float3 tangent = IN.Tangent;
#endif
OUT.Tangent = tangent;
#else
float3 diffuse = lt.x * G.Lamp0Color + max(-ndotl, 0) * G.Lamp1Color;
OUT.Diffuse_Specular = float4(diffuse, lt.y * specularIntensity);
#endif
OUT.PosLightSpace_Reflectance.xyz = getPosInLightSpace(posWorld);
return OUT;
}
#ifdef PIN_SURFACE
struct SurfaceInput
{
float4 Color;
float2 Uv;
float2 UvStuds;
#ifdef PIN_REFLECTION
float Reflectance;
#endif
};
struct Surface
{
float3 albedo;
float3 normal;
float specular;
float gloss;
float reflectance;
};
Surface surfaceShader(SurfaceInput IN, float fade);
Surface surfaceShaderExec(VertexOutput IN)
{
SurfaceInput SIN;
SIN.Color = IN.Color;
SIN.Uv = IN.Uv_EdgeDistance1.xy;
SIN.UvStuds = IN.UvStuds_EdgeDistance2.xy;
#ifdef PIN_REFLECTION
SIN.Reflectance = IN.PosLightSpace_Reflectance.w;
#endif
float fade = saturate0(1 - IN.View_DepthMulFadeout.w);
return surfaceShader(SIN, fade);
}
#endif
sampler2D StudsMap: register(s0);
LGRID_SAMPLER LightMap: register(s1);
sampler2D LightMapLookup: register(s2);
sampler2D DiffuseMap: register(s3);
sampler2D NormalMap: register(s4);
samplerCUBE EnvironmentMap: register(s5);
sampler2D SpecularMap: register(s6);
sampler2D NormalDetailMap: register(s7);
void DefaultPS(VertexOutput IN,
#ifdef PIN_GBUFFER
out float4 oColor1: COLOR1,
#endif
out float4 oColor0: COLOR0)
{
// Compute albedo term
#ifdef PIN_SURFACE
Surface surface = surfaceShaderExec(IN);
float4 albedo = float4(surface.albedo, IN.Color.a);
float3 bitangent = cross(IN.Normal_SpecPower.xyz, IN.Tangent.xyz);
float3 normal = normalize(surface.normal.x * IN.Tangent.xyz + surface.normal.y * bitangent + surface.normal.z * IN.Normal_SpecPower.xyz);
float ndotl = dot(normal, -G.Lamp0Dir);
float3 diffuseIntensity = saturate0(ndotl) * G.Lamp0Color + max(-ndotl, 0) * G.Lamp1Color;
float specularIntensity = step(0, ndotl) * surface.specular;
float specularPower = surface.gloss;
float reflectance = surface.reflectance;
#else
#ifdef PIN_PLASTIC
float4 studs = tex2D(StudsMap, IN.UvStuds_EdgeDistance2.xy);
float4 albedo = float4(IN.Color.rgb * 2 * studs.rgb, IN.Color.a);
#else
float4 albedo = tex2D(DiffuseMap, IN.Uv_EdgeDistance1.xy) * IN.Color;
#endif
#ifdef PIN_HQ
float3 normal = normalize(IN.Normal_SpecPower.xyz);
float specularPower = IN.Normal_SpecPower.w;
#elif defined(PIN_REFLECTION)
float3 normal = IN.Normal_SpecPower.xyz;
#endif
float3 diffuseIntensity = IN.Diffuse_Specular.xyz;
float specularIntensity = IN.Diffuse_Specular.w;
#ifdef PIN_REFLECTION
float reflectance = IN.PosLightSpace_Reflectance.w;
#endif
#endif
float4 light = lgridSample(LightMap, LightMapLookup, IN.LightPosition_Fog.xyz);
// Compute reflection term
#if defined(PIN_SURFACE) || defined(PIN_REFLECTION)
float3 reflection = texCUBE(EnvironmentMap, reflect(-IN.View_DepthMulFadeout.xyz, normal)).rgb;
albedo.rgb = lerp(albedo.rgb, reflection.rgb, reflectance);
#endif
float shadow = getBlobShadow(IN.PosLightSpace_Reflectance.xyz) * light.a;
// Compute diffuse term
float3 diffuse = (G.AmbientColor + diffuseIntensity * shadow + light.rgb) * albedo.rgb;
// Compute specular term
#ifdef PIN_HQ
float3 specular = G.Lamp0Color * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G.Lamp0Dir + normalize(IN.View_DepthMulFadeout.xyz)))), specularPower));
#else
float3 specular = G.Lamp0Color * (specularIntensity * shadow);
#endif
// Combine
oColor0.rgb = diffuse.rgb + specular.rgb;
oColor0.a = albedo.a;
#ifdef PIN_HQ
float outlineFade = saturate1(IN.View_DepthMulFadeout.w * G.OutlineBrightness_ShadowInfo.x + G.OutlineBrightness_ShadowInfo.y);
float2 minIntermediate = min(IN.Uv_EdgeDistance1.wz, IN.UvStuds_EdgeDistance2.wz);
float minEdgesPlus = min(minIntermediate.x, minIntermediate.y) / IN.View_DepthMulFadeout.w;
oColor0.rgb *= saturate1(outlineFade *(1.5 - minEdgesPlus) + minEdgesPlus);
#endif
float fogAlpha = saturate(IN.LightPosition_Fog.w);
oColor0.rgb = lerp(G.FogColor, oColor0.rgb, fogAlpha);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_DepthMulFadeout.w*G.FadeDistance.x, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 2.7
#define CFG_GLOSS_SCALE 256
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0.5
#define CFG_SPECULAR_LOD 0.9
#define CFG_GLOSS_LOD 160
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 0.2
#define CFG_GLOSS_SCALE 128
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0.2
#define CFG_SPECULAR_LOD 0.03
#define CFG_GLOSS_LOD 16
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"
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struct Globals
{
float4x4 ViewProjection;
float4 ViewRight;
float4 ViewUp;
float3 CameraPosition;
float3 AmbientColor;
float3 Lamp0Color;
float3 Lamp0Dir;
float3 Lamp0Right;
float3 Lamp0Up;
float3 Lamp1Color;
float3 FogColor;
float4 FogParams;
float4 LightBorder;
float4 LightConfig0;
float4 LightConfig1;
float4 LightConfig2;
float4 LightConfig3;
float3 FadeDistance;
float4 OutlineBrightness_ShadowInfo;
float4 BlobShadowData0;
float4 BlobShadowData1;
float4 BlobShadowData2;
float4 BlobShadowData3;
};
uniform Globals G: register(c0);
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 0.5
#define CFG_GLOSS_SCALE 128
#define CFG_REFLECTION_SCALE 0.2
#define CFG_NORMAL_SHADOW_SCALE 0.1
#define CFG_SPECULAR_LOD 0.19
#define CFG_GLOSS_LOD 24
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0.25
#define CFG_FAR_DIFFUSE_CUTOFF 0.75
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#define CFG_OPT_NORMAL_CONST
#include "material.hlsl"
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 1
#define CFG_GLOSS_SCALE 256
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0.5
#define CFG_SPECULAR_LOD 0.17
#define CFG_GLOSS_LOD 18
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1.0
#define CFG_SPECULAR_SCALE 1.2
#define CFG_GLOSS_SCALE 256
#define CFG_REFLECTION_SCALE 0.3
#define CFG_NORMAL_SHADOW_SCALE 0
#define CFG_SPECULAR_LOD 1
#define CFG_GLOSS_LOD 190
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0.25
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0.75
#define CFG_OPT_DIFFUSE_CONST
#include "material.hlsl"
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 1.0
#define CFG_GLOSS_SCALE 128
#define CFG_REFLECTION_SCALE 0.2
#define CFG_NORMAL_SHADOW_SCALE 0.1
#define CFG_SPECULAR_LOD 0.7
#define CFG_GLOSS_LOD 54
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#define CFG_OPT_NORMAL_CONST
#include "material.hlsl"
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#define PIN_SURFACE
#include "default.hlsl"
float4 sampleFar(sampler2D s, float2 uv, float fade, float cutoff)
{
#ifdef GLSLES
return tex2D(s, uv);
#else
if (cutoff == 0)
return tex2D(s, uv);
else
{
float cscale = 1 / (1 - cutoff);
return lerp(tex2D(s, uv * (CFG_FAR_TILING)), tex2D(s, uv), saturate0(fade * cscale - cutoff * cscale));
}
#endif
}
Surface surfaceShader(SurfaceInput IN, float fade)
{
float2 uv = IN.Uv * (CFG_TEXTURE_TILING);
#ifdef CFG_OPT_DIFFUSE_CONST
float4 diffuse = 1;
#else
float4 diffuse = sampleFar(DiffuseMap, uv, fade, CFG_FAR_DIFFUSE_CUTOFF);
diffuse.rgb = lerp(float3(1, 1, 1), diffuse.rgb * (CFG_DIFFUSE_SCALE), fade);
#endif
#ifdef CFG_OPT_NORMAL_CONST
float3 normal = float3(0, 0, 1);
#else
float3 normal = nmapUnpack(sampleFar(NormalMap, uv, fade, CFG_FAR_NORMAL_CUTOFF));
#endif
#ifndef GLSLES
float3 normalDetail = nmapUnpack(tex2D(NormalDetailMap, uv * (CFG_NORMAL_DETAIL_TILING)));
normal.xy += normalDetail.xy * (CFG_NORMAL_DETAIL_SCALE);
#endif
normal.xy *= fade;
float shadowFactor = 1 + normal.x * (CFG_NORMAL_SHADOW_SCALE);
#ifdef CFG_OPT_BLEND_COLOR
float3 albedo = lerp(float3(1, 1, 1), IN.Color.rgb, lerp(1, diffuse.a, fade)) * diffuse.rgb * shadowFactor;
#else
float3 albedo = IN.Color.rgb * diffuse.rgb * shadowFactor;
#endif
#ifndef GLSLES
float4 studs = tex2D(StudsMap, IN.UvStuds);
albedo *= studs.rgb * 2;
#endif
float2 specular = sampleFar(SpecularMap, uv, fade, CFG_FAR_SPECULAR_CUTOFF).rg;
// make sure glossiness is never 0 to avoid fp specials
float2 specbase = specular * float2(CFG_SPECULAR_SCALE, CFG_GLOSS_SCALE) + float2(0, 0.01);
float2 specfade = lerp(float2(CFG_SPECULAR_LOD, CFG_GLOSS_LOD), specbase, fade);
Surface surface = (Surface)0;
surface.albedo = albedo;
surface.normal = normal;
surface.specular = specfade.r;
surface.gloss = specfade.g;
surface.reflectance = specular.g * fade * (CFG_REFLECTION_SCALE);
return surface;
}
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#include "common.h"
struct Appdata
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float4 Uv : TEXCOORD0;
#ifdef PIN_HQ
float4 EdgeDistances: TEXCOORD1;
float3 Tangent : TEXCOORD2;
#endif
};
struct VertexOutput
{
float4 HPosition : POSITION;
float4 UvHigh_EdgeDistance1 : TEXCOORD0;
float4 UvLow_EdgeDistance2 : TEXCOORD1;
float4 LightPosition_Fog : TEXCOORD2;
#ifdef PIN_HQ
float4 View_Depth : TEXCOORD3;
float4 Normal_Blend : TEXCOORD4;
float3 Tangent : TEXCOORD5;
#else
float4 Diffuse_Blend : COLOR0;
#endif
float3 PosLightSpace : TEXCOORD7;
};
uniform float4x4 WorldMatrix;
VertexOutput MegaClusterVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
// Decode vertex data
IN.Normal = (IN.Normal - 127) / 127;
IN.Uv /= 2048;
// Transform position and normal to world space
// Note: world matrix does not contain rotation/scale for static geometry so we can avoid transforming normal
float3 posWorld = mul(WorldMatrix, IN.Position).xyz;
float3 normalWorld = IN.Normal;
OUT.HPosition = mul(G.ViewProjection, float4(posWorld, 1));
float blend = OUT.HPosition.w / 200;
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w);
OUT.UvHigh_EdgeDistance1.xy = IN.Uv.xy;
OUT.UvLow_EdgeDistance2.xy = IN.Uv.zw;
#ifdef PIN_HQ
OUT.View_Depth = float4(posWorld, OUT.HPosition.w * G.FadeDistance.y);
float4 edgeDistances = IN.EdgeDistances*G.FadeDistance.z + 0.5 * OUT.View_Depth.w;
OUT.UvHigh_EdgeDistance1.zw = edgeDistances.xy;
OUT.UvLow_EdgeDistance2.zw = edgeDistances.zw;
OUT.View_Depth.xyz = G.CameraPosition - posWorld;
OUT.Normal_Blend = float4(IN.Normal, blend);
// decode tangent
OUT.Tangent = (IN.Tangent - 127) / 127;
#else
// IF LQ shading is performed in VS
float ndotl = dot(normalWorld, -G.Lamp0Dir);
float3 diffuse = saturate(ndotl) * G.Lamp0Color + max(-ndotl, 0) * G.Lamp1Color;
OUT.Diffuse_Blend = float4(diffuse, blend);
#endif
OUT.PosLightSpace = getPosInLightSpace(posWorld);
return OUT;
}
sampler2D DiffuseHighMap: register(s0);
sampler2D DiffuseLowMap: register(s1);
sampler2D NormalMap: register(s2);
sampler2D SpecularMap: register(s3);
LGRID_SAMPLER LightMap: register(s4);
sampler2D LightMapLookup: register(s5);
void MegaClusterPS(VertexOutput IN,
#ifdef PIN_GBUFFER
out float4 oColor1: COLOR1,
#endif
out float4 oColor0: COLOR0)
{
float4 high = tex2D(DiffuseHighMap, IN.UvHigh_EdgeDistance1.xy);
float4 low = tex2D(DiffuseLowMap, IN.UvLow_EdgeDistance2.xy);
float4 light = lgridSample(LightMap, LightMapLookup, IN.LightPosition_Fog.xyz);
float shadow = getBlobShadow(IN.PosLightSpace) * light.a;
#ifdef PIN_HQ
float3 albedo = lerp(high.rgb, low.rgb, saturate1(IN.Normal_Blend.a));
// sample normal map and specular map
float4 normalMapSample = tex2D(NormalMap, IN.UvHigh_EdgeDistance1.xy);
float4 specularMapSample = tex2D(SpecularMap, IN.UvHigh_EdgeDistance1.xy);
// compute bitangent and world space normal
float3 bitangent = cross(IN.Normal_Blend.xyz, IN.Tangent.xyz);
float3 nmap = nmapUnpack(normalMapSample);
float3 normal = normalize(nmap.x * IN.Tangent.xyz + nmap.y * bitangent + nmap.z * IN.Normal_Blend.xyz);
float ndotl = dot(normal, -G.Lamp0Dir);
float3 diffuseIntensity = saturate0(ndotl) * G.Lamp0Color + max(-ndotl, 0) * G.Lamp1Color;
float specularIntensity = step(0, ndotl) * specularMapSample.r;
float specularPower = specularMapSample.g * 255 + 0.01;
// Compute diffuse and specular and combine them
float3 diffuse = (G.AmbientColor + diffuseIntensity * shadow + light.rgb) * albedo.rgb;
float3 specular = G.Lamp0Color * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G.Lamp0Dir + normalize(IN.View_Depth.xyz)))), specularPower));
oColor0.rgb = diffuse + specular;
// apply outlines
float outlineFade = saturate1(IN.View_Depth.w * G.OutlineBrightness_ShadowInfo.x + G.OutlineBrightness_ShadowInfo.y);
float2 minIntermediate = min(IN.UvHigh_EdgeDistance1.wz, IN.UvLow_EdgeDistance2.wz);
float minEdgesPlus = min(minIntermediate.x, minIntermediate.y) / IN.View_Depth.w;
oColor0.rgb *= saturate1(outlineFade * (1.5 - minEdgesPlus) + minEdgesPlus);
oColor0.a = 1;
#else
float3 albedo = lerp(high.rgb, low.rgb, saturate1(IN.Diffuse_Blend.a));
// Compute diffuse term
float3 diffuse = (G.AmbientColor + IN.Diffuse_Blend.rgb * shadow + light.rgb) * albedo.rgb;
// Combine
oColor0.rgb = diffuse;
oColor0.a = 1;
#endif
float fogAlpha = saturate(IN.LightPosition_Fog.w);
oColor0.rgb = lerp(G.FogColor, oColor0.rgb, fogAlpha);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_Depth.w*G.FadeDistance.x, diffuse.rgb, 0, fogAlpha);
#endif
}
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#include "common.h"
struct Appdata
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
};
float4 convertPosition(float4 p, float scale)
{
return p;
}
float2 convertUv(float4 p)
{
return p.xy * 0.5 + 0.5;
}
VertexOutput msaaComposit_vs(Appdata IN)
{
float2 uv = convertUv(IN.p);
VertexOutput OUT;
OUT.p = convertPosition(IN.p, 1);
OUT.uv = uv;
return OUT;
}
float4 msaaComposit_ps(float2 uv : TEXCOORD0, uniform sampler2D colorMap: register(s0)): COLOR0
{
return tex2D(colorMap, uv);
}
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#include "globals.h"
sampler2D tex : register(s0);
//#define
uniform float4 colorBias;
uniform float4 throttleFactor; // .x = alpha cutoff, .y = alpha boost (clamp)
struct VS_INPUT
{
float4 pos : POSITION;
float4 scaleRotLife : TEXCOORD0; // transform matrix
float2 disp : TEXCOORD1; // .xy = corner, either (0,0), (1,0), (0,1), or (1,1)
float4 color0: COLOR0;
float4 color1: COLOR1;
};
struct VS_OUTPUT
{
float4 pos : POSITION;
float3 uvFog : TEXCOORD0;
float4 color : COLOR0;
};
float4 rotScale( float4 scaleRotLife )
{
float cr = cos( scaleRotLife.z );
float sr = sin( scaleRotLife.z );
float4 r;
r.x = cr * scaleRotLife.x;
r.y = -sr * scaleRotLife.x;
r.z = sr * scaleRotLife.y;
r.w = cr * scaleRotLife.y;
return r;
}
VS_OUTPUT vs( VS_INPUT input )
{
VS_OUTPUT o;
float4 pos = float4( input.pos.xyz, 1 );
float2 disp = input.disp.xy * 2 - 1; // -1..1
input.scaleRotLife *= float4( 1/256.0f, 1/256.0f, 2 * 3.1415926f / 32767, 1 / 32767.0f );
float4 rs = rotScale( input.scaleRotLife );
pos += G.ViewRight * dot( disp, rs.xy );
pos += G.ViewUp * dot( disp, rs.zw );
o.pos = mul( G.ViewProjection, pos );
o.uvFog.xy = input.disp.xy;
o.uvFog.y = 1 - o.uvFog.y;
o.uvFog.z = (G.FogParams.z - o.pos.w) * G.FogParams.w;
float t = max( 0, min(1, input.scaleRotLife.w ) );
o.color = lerp( input.color1, input.color0, t );
// alpha channel magic for particle throttling
float2 cmp = o.color.aa < throttleFactor.xy;
o.pos.xyz += cmp.xxx * (1e10f).xxx; // move the particle off-screen
o.color.a = lerp( o.color.a, throttleFactor.y, cmp.y ); // if below threshold, alpha = threshold
return o;
}
float4 psAdd( VS_OUTPUT input ) : COLOR0 // #0
{
float4 color = tex2D( tex, input.uvFog.xy );
float4 result = float4( input.color.rgb + color.rgb + colorBias.rgb, color.a * input.color.a );
result.rgb = lerp( G.FogColor.rgb, result.rgb, saturate( input.uvFog.zzz ) );
return result;
}
float4 psMul( VS_OUTPUT input ) : COLOR0 // #1
{
float4 color = tex2D( tex, input.uvFog.xy );
float4 result = input.color * color;
result.rgb = lerp( G.FogColor.rgb, result.rgb, saturate( input.uvFog.zzz ) );
return result;
}
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 2.5
#define CFG_GLOSS_SCALE 128
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0
#define CFG_SPECULAR_LOD 0.15
#define CFG_GLOSS_LOD 22
#define CFG_NORMAL_DETAIL_TILING 6
#define CFG_NORMAL_DETAIL_SCALE 1.5
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"
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#if defined(PIN_HQ)
#define PIN_SURFACE
#include "default.hlsl"
#define CFG_TEXTURE_TILING 1
#define CFG_BUMP_INTENSITY 0.5
#define CFG_SPECULAR 0.4
#define CFG_GLOSS 9
#define CFG_NORMAL_SHADOW_SCALE 0.1
Surface surfaceShader(SurfaceInput IN, float fade)
{
float4 studs = tex2D(DiffuseMap, IN.UvStuds);
float3 normal = nmapUnpack(tex2D(NormalMap, IN.UvStuds));
float3 noise = nmapUnpack(tex2D(NormalDetailMap, IN.Uv * (CFG_TEXTURE_TILING)));
float noiseScale = saturate0(IN.Color.a * 2 * (CFG_BUMP_INTENSITY) - 1 * (CFG_BUMP_INTENSITY));
#ifdef PIN_REFLECTION
noiseScale *= saturate(1 - 2 * IN.Reflectance);
#endif
normal.xy += noise.xy * noiseScale;
normal.xy *= fade;
Surface surface = (Surface)0;
surface.albedo = IN.Color.rgb * studs.rgb * 2;
surface.normal = normal;
surface.specular = (CFG_SPECULAR);
surface.gloss = (CFG_GLOSS);
#ifdef PIN_REFLECTION
surface.reflectance = IN.Reflectance;
#endif
return surface;
}
#else
#define PIN_PLASTIC
#include "default.hlsl"
#endif
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 1
#define CFG_GLOSS_SCALE 256
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0.5
#define CFG_SPECULAR_LOD 0.35
#define CFG_GLOSS_LOD 103
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0.5
#define CFG_FAR_DIFFUSE_CUTOFF 0.75
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#define CFG_OPT_BLEND_COLOR
#include "material.hlsl"
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 0.4
#define CFG_GLOSS_SCALE 32
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0
#define CFG_SPECULAR_LOD 0.07
#define CFG_GLOSS_LOD 6
#define CFG_NORMAL_DETAIL_TILING 0
#define CFG_NORMAL_DETAIL_SCALE 0
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"
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#include "common.h"
struct Appdata
{
float4 Position : POSITION;
int4 BoneIndices : COLOR0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
};
uniform float ShadowExtrusionDistance;
uniform float4 WorldMatrixArray[MAX_BONE_COUNT * 3];
VertexOutput DefaultVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
int boneIndex = IN.BoneIndices.r;
float4 worldRow0 = WorldMatrixArray[boneIndex * 3 + 0];
float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
float3 extrusion = G.Lamp0Dir * (ShadowExtrusionDistance * IN.BoneIndices.g);
OUT.HPosition = mul(G.ViewProjection, float4(posWorld + extrusion, 1));
return OUT;
}
float4 DefaultPS(): COLOR0
{
return float4(0, 0, 0, 1);
}
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#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
};
struct VertexOutput
{
float4 HPosition : POSITION;
};
uniform float4 Color;
VertexOutput QuadVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
OUT.HPosition = IN.Position;
OUT.HPosition.z = 0.5; // force set depth to avoid depth clipping
return OUT;
}
float4 QuadPS(): COLOR0
{
return Color;
}
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#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float PSize : PSIZE;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
};
uniform float4x4 WorldMatrix;
uniform float4 Color;
uniform float4 Color2;
VertexOutput SkyVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
float4 wpos = mul(WorldMatrix, IN.Position);
OUT.HPosition = mul(G.ViewProjection, wpos);
// snap to far plane to prevent scene-sky intersections
// small offset is needed to prevent 0/0 division in case w=0, which causes rasterization issues
OUT.HPosition.z = OUT.HPosition.w - 1.f / 16;
OUT.PSize = 2.0; // star size
OUT.Uv = IN.Uv;
OUT.Color = IN.Color * lerp(Color2,Color,wpos.y/1700);
//OUT.Color = IN.Color * Color;
return OUT;
}
sampler2D DiffuseMap: register(s0);
float4 SkyPS(VertexOutput IN): COLOR0
{
return tex2D(DiffuseMap, IN.Uv) * IN.Color;
}
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 0.9
#define CFG_GLOSS_SCALE 128
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0.5
#define CFG_SPECULAR_LOD 0.14
#define CFG_GLOSS_LOD 20
#define CFG_NORMAL_DETAIL_TILING 5
#define CFG_NORMAL_DETAIL_SCALE 1
#define CFG_FAR_TILING 0.25
#define CFG_FAR_DIFFUSE_CUTOFF 0.75
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"
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#define PIN_PLASTIC
#include "default.hlsl"
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#include "common.h"
// tweakables
#define SSAO_NUM_PAIRS 8
#define SSAO_SPHERE_RAD 2.0f // world-space
#define SSAO_MIN_PIXEL_RANGE 10.0f
#define SSAO_MAX_PIXEL_RANGE 100.0f
#define BLUR_DEPTH_DELTA 0.4f
#define COMPOSITE_DEPTH_DELTA 0.02f
#define COMPOSITE_DEPTH_DELTA2 0.4f
struct Appdata
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
};
// .xy = gbuffer width/height, .zw = inverse gbuffer width/height
uniform float4 TextureSize;
#ifdef GLSL
float4 convertPosition(float4 p, float scale)
{
return p;
}
float2 convertUv(float4 p)
{
return p.xy * 0.5 + 0.5;
}
#else
float4 convertPosition(float4 p, float scale)
{
// half-pixel offset
return p + float4(-TextureSize.z, TextureSize.w, 0, 0) * scale;
}
float2 convertUv(float4 p)
{
return p.xy * float2(0.5, -0.5) + 0.5;
}
#endif
VertexOutput ssao_vs(Appdata IN)
{
float2 uv = convertUv(IN.p);
VertexOutput OUT;
OUT.p = convertPosition(IN.p, 1);
OUT.uv = uv;
return OUT;
}
// used for depth downsampling pass
struct VertexOutput_4uv
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
float4 uv12 : TEXCOORD1;
float4 uv34 : TEXCOORD2;
};
VertexOutput_4uv ssaoDepthDown_vs(Appdata IN)
{
float2 uv = convertUv(IN.p);
VertexOutput_4uv OUT;
OUT.p = convertPosition(IN.p, 2);
OUT.uv = uv;
float2 uvOffset = TextureSize.zw * 0.5f;
OUT.uv12.xy = uv + uvOffset * float2(-1, -1);
OUT.uv12.zw = uv + uvOffset * float2(+1, -1);
OUT.uv34.xy = uv + uvOffset * float2(-1, +1);
OUT.uv34.zw = uv + uvOffset * float2(+1, +1);
return OUT;
}
struct VertexOutput_8uv
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
float4 uv12 : TEXCOORD1;
float4 uv34 : TEXCOORD2;
float4 uv56 : TEXCOORD3;
float4 uv78 : TEXCOORD4;
};
// used for ssao blurring passes
VertexOutput_8uv ssaoBlur_vs(Appdata IN, float2 uvOffset)
{
float2 uv = convertUv(IN.p);
VertexOutput_8uv OUT;
OUT.p = convertPosition(IN.p, 2);
OUT.uv = uv;
OUT.uv12.xy = uv + 1 * uvOffset;
OUT.uv12.zw = uv + 2 * uvOffset;
OUT.uv34.xy = uv + 3 * uvOffset;
OUT.uv34.zw = uv + 4 * uvOffset;
OUT.uv56.xy = uv - 1 * uvOffset;
OUT.uv56.zw = uv - 2 * uvOffset;
OUT.uv78.xy = uv - 3 * uvOffset;
OUT.uv78.zw = uv - 4 * uvOffset;
return OUT;
}
VertexOutput_8uv ssaoBlurX_vs(Appdata IN)
{
return ssaoBlur_vs(IN, float2(TextureSize.z * 2, 0));
}
VertexOutput_8uv ssaoBlurY_vs(Appdata IN)
{
return ssaoBlur_vs(IN, float2(0, TextureSize.w * 2));
}
float unpackDepth( sampler2D s, float2 uv )
{
float4 geomTex = tex2D(s, uv);
float d = geomTex.z * (1.0f/256.0f) + geomTex.w;
return d;
}
float getDepth( sampler2D s, float2 uv )
{
return (float)tex2D(s,uv).r;
}
#define NUM_PAIRS SSAO_NUM_PAIRS
#define RANGE 60.0/1024.0
#define pi 3.14159265359
#define RAD(X) ( (X) * (pi/180) )
float2 GetRotatedSample(float i)
{
return (i+1) / (NUM_PAIRS+2) * float2(cos( RAD(45) + i / NUM_PAIRS * 2 * pi ), sin( RAD(45) + i / NUM_PAIRS * 2 * pi ) );
}
#define NUM_SAMPLES NUM_PAIRS*2+1
float4 ssao_ps(
float2 uv: TEXCOORD0,
uniform sampler2D depthBuffer: register(s0),
uniform sampler2D randMap: register(s1)): COLOR0
{
float2 mapSize = TextureSize.xy / 2;
float baseDepth = getDepth( depthBuffer, uv );
float4 noiseTex = tex2D(randMap, uv*mapSize/4) * 2 - 1;
float2x2 rotation =
{
{ noiseTex.y, noiseTex.x },
{ -noiseTex.x, noiseTex.y }
};
float2 OFFSETS1[NUM_PAIRS] =
{
GetRotatedSample(0),
GetRotatedSample(1),
GetRotatedSample(2),
GetRotatedSample(3),
GetRotatedSample(4),
GetRotatedSample(5),
#if NUM_PAIRS > 6
GetRotatedSample(6),
GetRotatedSample(7),
#if NUM_PAIRS > 8
GetRotatedSample(8),
GetRotatedSample(9),
GetRotatedSample(10),
GetRotatedSample(11),
#endif
#endif
};
float occ = 1;
float sphereRadiusZB = (float) ( 2.0f / GBUFFER_MAX_DEPTH );
#define MINPIXEL SSAO_MIN_PIXEL_RANGE
#define MAXPIXEL SSAO_MAX_PIXEL_RANGE
float radiusTex = (float)clamp( 0.5*sphereRadiusZB / baseDepth, MINPIXEL / mapSize.x, MAXPIXEL / mapSize.y);
float numSamples = 2;
for(int i = 0; i < NUM_PAIRS; i++)
{
float2 offset1 = mul(rotation, OFFSETS1[i]);
float2 offseted1 = uv + offset1 * radiusTex;
float2 offseted2 = uv - offset1 * radiusTex;
float2 offsetDepth;
offsetDepth.x = getDepth( depthBuffer, offseted1 );
offsetDepth.y = getDepth( depthBuffer, offseted2 );
float2 diff = offsetDepth - baseDepth.xx;
float normalizedOffsetLen = (float)(i+1)/(NUM_PAIRS+2);
float segmentDiff = (float) ( 1.5f*sphereRadiusZB*sqrt(1-normalizedOffsetLen*normalizedOffsetLen) );
float2 normalizedDiff = (diff / segmentDiff) + 0.5;
float minDiff = min(normalizedDiff.x, normalizedDiff.y);
// At 0, full sample
// At -1, zero sample, zero weight
float sampleadd = (float) saturate(1+minDiff);
float a = (float)(saturate(normalizedDiff.x) + saturate(normalizedDiff.y))*sampleadd;
occ += a;
numSamples += 2 * sampleadd;
}
occ = occ / numSamples;
float finalocc = (float)saturate(occ*2);
if(baseDepth - (1.0f-1/256.0f) > 0)
finalocc += 1;
return float4(finalocc, finalocc, finalocc, 1);
}
// this function estimates depth discrepancy tolerance for the blur filter
float depthTolerance( float baseDepth, float sphereRadiusZB )
{
float ramp = 80; // tweak
return ( clamp( sphereRadiusZB * (baseDepth * ramp) , 0.1f * sphereRadiusZB, 40*sphereRadiusZB ) );
}
float ssaoBlur(
float2 uv,
float4 uv12,
float4 uv34,
float4 uv56,
float4 uv78,
sampler2D map,
sampler2D depthBuffer
)
{
float sphereRadiusZB = BLUR_DEPTH_DELTA / GBUFFER_MAX_DEPTH;
float4 i = { 1, 2, 3, 4 };
float4 iw = 4-i;
float4 denom = 1;
float4 sum = tex2D(map, uv).rrrr * denom;
float baseDepth = getDepth( depthBuffer, uv );
float4 newDepth, delta, ssample, coef;
newDepth.x = getDepth( depthBuffer, uv12.xy );
newDepth.y = getDepth( depthBuffer, uv12.zw );
newDepth.z = getDepth( depthBuffer, uv34.xy );
newDepth.w = getDepth( depthBuffer, uv34.zw );
delta = (newDepth - baseDepth.xxxx);
coef = iw * ( abs(delta) < depthTolerance( baseDepth, sphereRadiusZB ).xxxx );
ssample.x = tex2D( map, uv12.xy ).r;
ssample.y = tex2D( map, uv12.zw ).r;
ssample.z = tex2D( map, uv34.xy ).r;
ssample.w = tex2D( map, uv34.zw ).r;
sum += ssample * coef;
denom += coef;
////////////////////////////////////////
newDepth.x = getDepth( depthBuffer, uv56.xy );
newDepth.y = getDepth( depthBuffer, uv56.zw );
newDepth.z = getDepth( depthBuffer, uv78.xy );
newDepth.w = getDepth( depthBuffer, uv78.zw );
delta = newDepth - baseDepth.xxxx;
coef = iw * ( abs(delta) < depthTolerance( baseDepth, sphereRadiusZB ).xxxx );
ssample.x = tex2D( map, uv56.xy ).r;
ssample.y = tex2D( map, uv56.zw ).r;
ssample.z = tex2D( map, uv78.xy ).r;
ssample.w = tex2D( map, uv78.zw ).r;
sum += ssample * coef;
denom += coef;
return dot( sum, float4(1,1,1,1) ) / dot( denom, float4(1,1,1,1) );
}
float4 ssaoBlurX_ps(
float2 uv : TEXCOORD0,
float4 uv12 : TEXCOORD1,
float4 uv34 : TEXCOORD2,
float4 uv56 : TEXCOORD3,
float4 uv78 : TEXCOORD4,
uniform sampler2D map : register(s0), uniform sampler2D depthBuffer : register(s1) ): COLOR0
{
//return tex2D( map, uv );
float ssaoTerm = ssaoBlur( uv, uv12, uv34, uv56, uv78, map, depthBuffer);
return float4(ssaoTerm.xxx, 1);
}
#define SPECULAR_WEIGHT 3
float4 ssaoBlurY_ps(
float2 uv : TEXCOORD0,
float4 uv12 : TEXCOORD1,
float4 uv34 : TEXCOORD2,
float4 uv56 : TEXCOORD3,
float4 uv78 : TEXCOORD4,
uniform sampler2D map : register(s0), uniform sampler2D depthBuffer : register(s1), uniform sampler2D geomMap : register(s2) ): COLOR0
{
float ssaoTerm = ssaoBlur(uv, uv12, uv34, uv56, uv78, map, depthBuffer);
float4 geom = tex2D(geomMap, uv);
float specular = geom.x;
float diffuse = geom.y;
// Making specular kill SSAO faster, so it doesn't get capped by 1
return (SPECULAR_WEIGHT*specular + diffuse * ssaoTerm) / (SPECULAR_WEIGHT*specular + diffuse + 0.001);
}
float4 ssaoDepthDown_ps(
float2 uv : TEXCOORD0,
float4 uv12 : TEXCOORD1,
float4 uv34 : TEXCOORD2,
uniform sampler2D depthBuffer : register(s0)
) : COLOR0
{
float4 d;
d.x = unpackDepth( depthBuffer, uv12.xy );
d.y = unpackDepth( depthBuffer, uv12.zw );
d.z = unpackDepth( depthBuffer, uv34.xy );
d.w = unpackDepth( depthBuffer, uv34.zw );
float2 tmp = min( d.xy, d.zw );
return min( tmp.x, tmp.y ).x;
}
VertexOutput_4uv ssaoComposit_vs(Appdata IN)
{
float2 uv = convertUv(IN.p);
VertexOutput_4uv OUT;
OUT.p = convertPosition(IN.p, 1);
OUT.uv = uv;
float2 uvOffset = TextureSize.zw * 2;
OUT.uv12.xy = uv + float2(uvOffset.x, 0);
OUT.uv12.zw = uv - float2(uvOffset.x, 0);
OUT.uv34.xy = uv + float2(0, uvOffset.y);
OUT.uv34.zw = uv - float2(0, uvOffset.y);
return OUT;
}
float4 ssaoCompositBlank_ps(float2 uv : TEXCOORD0, uniform sampler2D colorMap: register(s0)): COLOR0
{
return tex2D(colorMap, uv);
}
#define CMP_LESS(X,Y) ( (X) < (Y) )
float4 ssaoComposit_ps(
float2 uv : TEXCOORD0,
float4 uv12 : TEXCOORD1,
float4 uv34 : TEXCOORD2,
uniform sampler2D colorMap : register(s0),
uniform sampler2D map : register(s1),
uniform sampler2D gbuffer : register(s2),
uniform sampler2D depthBuffer: register(s3)
): COLOR0
{
//return float4(1,0,0,1);
float depth_range = COMPOSITE_DEPTH_DELTA / GBUFFER_MAX_DEPTH;
float depth_range2 = COMPOSITE_DEPTH_DELTA2 / GBUFFER_MAX_DEPTH;
// we're here
float baseDepth = unpackDepth( gbuffer, uv );
float ssaoTerm = 1.0f;
float depth = getDepth( depthBuffer, uv );
float diff = abs( depth - baseDepth );
ssaoTerm = tex2D( map, uv ).x;
float chk1 = CMP_LESS( depth_range, diff ); // can we trust the base depth? 0 - yes, 1 - no
float4 ssaoTermNew = 0, chk2, depth2, diff2;
depth2.x = getDepth( depthBuffer, uv12.xy );
depth2.y = getDepth( depthBuffer, uv12.zw );
depth2.z = getDepth( depthBuffer, uv34.xy );
depth2.w = getDepth( depthBuffer, uv34.zw );
ssaoTermNew.x = tex2D( map, uv12.xy ).x;
ssaoTermNew.y = tex2D( map, uv12.zw ).x;
ssaoTermNew.z = tex2D( map, uv34.xy ).x;
ssaoTermNew.w = tex2D( map, uv34.zw ).x;
diff2 = abs( depth2 - baseDepth.xxxx );
chk2 = CMP_LESS( diff2, depth_range2.xxxx );
ssaoTermNew *= chk2;
float den = dot( chk2, 1 ); // + 1e-5f; - TODO: add this if we encounter glitches; //
ssaoTermNew.x = dot( ssaoTermNew, 1 ) / den;
// the final decision: pick the base sample or its estimate, if base depth in unauthorative
ssaoTerm = saturate(den*chk1) ? ssaoTermNew.x : ssaoTerm;
return tex2D(colorMap, uv) * ssaoTerm;
}
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#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float2 Uv : TEXCOORD0;
};
VertexOutput TexCompVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
OUT.HPosition = mul(G.ViewProjection, IN.Position);
OUT.Uv = IN.Uv;
return OUT;
}
sampler2D DiffuseMap: register(s0);
uniform float4 Color;
float4 TexCompPS(VertexOutput IN): COLOR0
{
return tex2Dbias(DiffuseMap, float4(IN.Uv, 0, -10)) * Color;
}
float4 TexCompPMAPS(VertexOutput IN): COLOR0
{
float4 tex = tex2Dbias(DiffuseMap, float4(IN.Uv, 0, -10));
return float4(tex.rgb * tex.a * Color.rgb, tex.a * Color.a);
}
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#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
#if defined(PIN_FOG)
float FogFactor : TEXCOORD1;
#endif
};
VertexOutput UIVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
OUT.HPosition = mul(G.ViewProjection, IN.Position);
OUT.Uv = IN.Uv;
OUT.Color = IN.Color;
#if defined(PIN_FOG)
OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
#endif
return OUT;
}
sampler2D DiffuseMap: register(s0);
float4 UIPS(VertexOutput IN): COLOR0
{
float4 base = tex2D(DiffuseMap, IN.Uv);
float4 result = IN.Color * base;
#if defined(PIN_FOG)
result.rgb = lerp(G.FogColor, result.rgb, saturate(IN.FogFactor));
#endif
return result;
}
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//
// Water shader.
// Big, fat and ugly.
//
// All (most) things considered, I have converged to this particular way of rendering water:
//
// Vertex waves
// No transparency. Solid color for deep water.
// Fresnel law, reflects environment.
// Phong speculars.
// Ripples via animated normal map. Adjustable intensity, speed and scale. Affect reflection and speculars.
#include "common.h"
uniform float4x4 WorldMatrix;
uniform float4 nmAnimLerp; // ratio between normal map frames
uniform float4 waveParams; // .x = frequency .y = phase .z = height
uniform float4 WaterColor; // deep water color
#ifdef PIN_HQ
# define WATER_LOD 1
#else
# define WATER_LOD 2
#endif
#define LODBIAS (-1)
float fadeFactor( float3 wspos )
{
return saturate( -0.4f + 1.4f*length( G.CameraPosition.xyz - wspos.xyz ) * G.FadeDistance.y );
}
float wave( float4 wspos )
{
float x = sin( ( wspos.z - wspos.x - waveParams.y ) * waveParams.x );
float z = sin( ( wspos.z + wspos.x + waveParams.y ) * waveParams.x );
float p = (x + z) * waveParams.z;
return p - p * fadeFactor( wspos.xyz );
}
// perturbs the water mesh and vertex normals
void makeWaves( inout float4 wspos, inout float3 wsnrm )
{
#if WATER_LOD == 0
float gridSize = 4.0f;
float4 wspos1 = wspos;
float4 wspos2 = wspos;
wspos1.x += gridSize;
wspos2.z += gridSize;
wspos.y += wave(wspos) ;
wspos1.y += wave(wspos1);
wspos2.y += wave(wspos2);
wsnrm = normalize( cross( wspos2.xyz - wspos.xyz, wspos1.xyz - wspos.xyz ) );
#elif WATER_LOD == 1
wspos.y += wave( wspos );
#else /* do n0thing */
#endif
}
struct V2P
{
float4 pos : POSITION;
float4 tc0Fog : TEXCOORD0;
float4 wspos : TEXCOORD1;
float3 wsnrm : TEXCOORD2;
float3 light : TEXCOORD3;
float3 fade : TEXCOORD4;
};
V2P water_vs(
float4 pos : POSITION,
float3 nrm : NORMAL
)
{
V2P o;
// Decode vertex data
nrm = (nrm - 127) / 127;
nrm = normalize(nrm);
float4 wspos = mul( WorldMatrix, pos );
float3 wsnrm = nrm;
wspos.y -= 2*waveParams.z;
makeWaves( /*INOUT*/ wspos, /*INOUT*/ wsnrm );
o.wspos = wspos;
o.wsnrm = wsnrm;
if( nrm.y < 0.01f ) o.wsnrm = nrm;
// box mapping
//float3x2 m = { wspos.xz, wspos.xy, wspos.yz };
//float2 tcselect = mul( abs( nrm.yzx ), m );
float2 tcselect;
float3 wspostc = float3( wspos.x, -wspos.y, wspos.z );
tcselect.x = dot( abs( nrm.yxz ), wspostc.xzx );
tcselect.y = dot( abs( nrm.yxz ), wspostc.zyy );
o.pos = mul( G.ViewProjection, wspos );
o.tc0Fog.xy = tcselect * .05f;
o.tc0Fog.z = saturate( (G.FogParams.z - o.pos.w) * G.FogParams.w );
o.tc0Fog.w = LODBIAS;
o.light = lgridPrepareSample(lgridOffset(wspos.xyz, wsnrm.xyz));
o.fade.x = fadeFactor( wspos.xyz );
o.fade.y = (1-o.fade.x) * saturate( dot( wsnrm, -G.Lamp0Dir ) ) * 100;
o.fade.z = 1 - 0.9*saturate1( exp( -0.005 * length( G.CameraPosition.xyz - wspos.xyz ) ) );
return o;
}
//////////////////////////////////////////////////////////////////////////////
sampler2D NormalMap1 : register(s0);
sampler2D NormalMap2 : register(s1);
samplerCUBE EnvMap : register(s2);
LGRID_SAMPLER LightMap : register(s3);
sampler2D LightMapLookup: register(s4);
float3 pixelNormal( float4 tc0 )
{
float4 nm1 = tex2Dbias( NormalMap1, tc0 );
#if WATER_LOD <= 1
float4 nm2 = tex2Dbias( NormalMap2, tc0 );
float3 normal = lerp( nm1, nm2, nmAnimLerp.xxxx ).agb;
#else
float3 normal = nm1.agb;
#endif
//normal = nm2;
normal.xy = 2*normal.xy - 1;
normal.z = sqrt( 1.001 - saturate1( dot( normal.xy, normal.xy ) ) );
return normal;
}
// Fresnel approximation. N1 and N2 are refractive indices.
// for above water, use n1 = 1, n2 = 1.3, for underwater use n1 = 1.3, n2 = 1
float fresnel( float3 N, float3 V, float n1, float n2, float p, float fade )
{
#if WATER_LOD == 0
float r0 = (n1-n2)/(n1+n2);
r0 *= r0;
return r0 + (1-r0) * pow( 1 - abs( dot( normalize(N), V ) ), p );
#else
return 0.1 + saturate( - 1.9 * abs( dot( N, V ) ) + 0.8); // HAXX!
//return 1 - 2 * abs( dot( N, V ) );
#endif
}
float4 envColor( float3 N, float3 V, float fade )
{
float3 dir = reflect( V, N );
return texCUBE(EnvMap, dir) * 0.91f;
}
float4 deepWaterColor(float4 light)
{
//float4 tint = 5*float4( 0.1f, 0.1f, 0.13f, 1);
float4 tint = 0.8f*float4( 118, 143, 153, 255 ) / 255;
return (light + texCUBEbias( EnvMap, float4( 0,1,0, 10.0f) )) * tint;
}
//////////////////////////////////////////
//////////////////////////////////////////
float4 water_ps( V2P v ) : COLOR0
{
float4 WaterColorTest = 0.5 * float4( 26, 169, 185, 0 ) / 255;
float4 FogColorTest = 0.8 * float4( 35, 107, 130, 0 ) / 255;
float3 N2 = v.wsnrm;
float3 N1 = pixelNormal( v.tc0Fog ).xzy;
float3 N3 = 0.5*(N2 + N1);
N3 = lerp( N3, N2, v.fade.z );
float3 L = /*normalize*/(-G.Lamp0Dir.xyz);
float3 E = normalize( G.CameraPosition.xyz - v.wspos.xyz );
float4 light = lgridSample(LightMap, LightMapLookup, v.light.xyz);
float fre = fresnel( N3, E, 1.0f, 1.3f, 5, v.fade.x );
float3 diffuse = deepWaterColor(light).rgb;
float3 env = envColor( N3, -E, v.fade.x ).rgb;
float3 R = reflect( -L, N1 );
#if WATER_LOD <= 1
float specular = pow( saturate0( dot( R, E ) ), 1600 ) * L.y * 100; // baseline
# ifndef GLSLES
specular = 0.65 * saturate1( specular * saturate0( light.a - 0.4f ) );
# endif
#else
float specular = 0;
#endif
float3 result = lerp( diffuse, env, fre ) + specular.xxx;
result = lerp( G.FogColor.rgb, result, v.tc0Fog.z );
return float4( result, 1 );
}
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//
// Old new water saved here for possible damage control.
// To be removed in a couple of weeks.
//
// - Max
//
#include "common.h"
uniform float4x4 WorldMatrix;
uniform float4 nmAnimLerp; // ratio between normal map frames
uniform float4 waveParams; // .x = frequency .y = phase .z = height
uniform float4 WaterColor; // deep water color
#ifdef PIN_HQ
# define WATER_LOD 1
#else
# define WATER_LOD 2
#endif
//#undef WATER_LOD
//#define WATER_LOD 0
float fadeFactor( float3 wspos )
{
return saturate( -0.4f + 1.4f*length( G.CameraPosition.xyz - wspos.xyz ) * G.FadeDistance.y );
}
float wave( float4 wspos )
{
float x = sin( ( wspos.z - wspos.x - waveParams.y ) * waveParams.x );
float z = sin( ( wspos.z + wspos.x + waveParams.y ) * waveParams.x );
float p = (x + z) * waveParams.z;
return p - p * fadeFactor( wspos.xyz );
}
// Fresnel approximation. N1 and N2 are refractive indices.
// for above water, use n1 = 1, n2 = 1.3, for underwater use n1 = 1.3, n2 = 1
// TODO: use mul/bias hack on ipad
float fresnel( float3 N, float3 V, float n1, float n2, float p, float fade )
{
#if WATER_LOD == 0
float r0 = (n1-n2)/(n1+n2);
r0 *= r0;
return r0 + (1-r0) * pow( 1 - abs( dot( N, V ) ), p );
#else
return saturate( - 2.5 * abs( dot( N, V ) ) + 0.78 ); // HAXX!
//return 1 - 2 * abs( dot( N, V ) );
#endif
}
// perturbs the water mesh and vertex normals
// TODO: remove costly normal computations on ipad
void makeWaves( inout float4 wspos, inout float3 wsnrm )
{
#if WATER_LOD == 0
float gridSize = 4.0f;
float4 wspos1 = wspos;
float4 wspos2 = wspos;
wspos1.x += gridSize;
wspos2.z += gridSize;
wspos.y += wave(wspos) ;
wspos1.y += wave(wspos1);
wspos2.y += wave(wspos2);
wsnrm = normalize( cross( wspos2.xyz - wspos.xyz, wspos1.xyz - wspos.xyz ) );
#elif WATER_LOD == 1
wspos.y += wave( wspos );
#else /* do n0thing */
#endif
}
struct V2P
{
float4 pos : POSITION;
float3 tc0Fog : TEXCOORD0;
float4 wspos : TEXCOORD1;
float3 wsnrm : TEXCOORD2;
float3 light : TEXCOORD3;
float2 fade : TEXCOORD4;
};
V2P water_vs(
float4 pos : POSITION,
float3 nrm : NORMAL
)
{
V2P o;
// Decode vertex data
nrm = (nrm - 127) / 127;
nrm = normalize(nrm);
float4 wspos = mul( WorldMatrix, pos );
float3 wsnrm = nrm;
wspos.y -= 2*waveParams.z;
makeWaves( /*INOUT*/ wspos, /*INOUT*/ wsnrm );
o.wspos = wspos;
o.wsnrm = wsnrm;
if( nrm.y < 0.01f ) o.wsnrm = nrm;
// box mapping
//float3x2 m = { wspos.xz, wspos.xy, wspos.yz };
//float2 tcselect = mul( abs( nrm.yzx ), m );
float2 tcselect;
float3 wspostc = float3( wspos.x, -wspos.y, wspos.z );
tcselect.x = dot( abs( nrm.yxz ), wspostc.xzx );
tcselect.y = dot( abs( nrm.yxz ), wspostc.zyy );
o.pos = mul( G.ViewProjection, wspos );
o.tc0Fog.xy = tcselect * .05f;
o.tc0Fog.z = saturate( (G.FogParams.z - o.pos.w) * G.FogParams.w );
o.light = lgridPrepareSample(lgridOffset(wspos.xyz, wsnrm.xyz));
o.fade.x = fadeFactor( wspos.xyz );
o.fade.y = (1-o.fade.x) * saturate( dot( wsnrm, -G.Lamp0Dir ) ) * 100;
return o;
}
//////////////////////////////////////////////////////////////////////////////
sampler2D NormalMap1 : register(s0);
sampler2D NormalMap2 : register(s1);
samplerCUBE EnvMap : register(s2);
LGRID_SAMPLER LightMap : register(s3);
sampler2D LightMapLookup: register(s4);
float3 pixelNormal( float2 tc0 )
{
float4 nm1 = tex2D( NormalMap1, tc0 );
#if WATER_LOD <= 1
float4 nm2 = tex2D( NormalMap2, tc0 );
float3 normal = lerp( nm1, nm2, nmAnimLerp.xxxx ).agb;
#else
float3 normal = nm1.agb;
#endif
//normal = nm2;
normal.xy = 2*normal.xy - 1;
normal.z = sqrt( 1.001 - saturate1( dot( normal.xy, normal.xy ) ) );
return normal;
}
float4 envColor( float3 N, float3 V, float fade )
{
float4 solidColor = float4( 0.65f, 0.85f, 0.93f, 1 )*.95f;
#if WATER_LOD > 1
return solidColor;
#endif
float3 dir = reflect( V, N );
return lerp( texCUBE( EnvMap, V ), solidColor, fade );
//return float3( 0.8f, 0.8f, 0.93f )*.91f;
}
//////////////////////////////////////////
//////////////////////////////////////////
float4 water_ps( V2P v ) : COLOR0
{
float4 WaterColorTest = 0.5 * float4( 26, 169, 185, 0 ) / 255;
float4 FogColorTest = 0.8 * float4( 35, 107, 130, 0 ) / 255;
float3 N2 = v.wsnrm;
float3 N1 = pixelNormal( v.tc0Fog.xy ).xzy;
float3 N3 = 0.5f * (N2 + N1);
float3 L = /*normalize*/(-G.Lamp0Dir.xyz);
float3 E = normalize( G.CameraPosition.xyz - v.wspos.xyz );
float4 light = lgridSample(LightMap, LightMapLookup, v.light.xyz);
float3 ambient = ( light.rgb + G.AmbientColor.rgb );
float fre = fresnel( N3, E, 1.0f, 1.3f, 8, v.fade.x );
float3 diffuse = WaterColor.rgb + N1.y*0.02f;
float3 env = envColor( N3, E, v.fade.x ).rgb;
float3 R = reflect( -L, N1 );
#if WATER_LOD <= 1
float3 specular = pow( saturate( dot( R, E ) ), 900 ) * saturate( light.a - 0.4f ) * v.fade.y; // * (L.y * 100);
#else
float3 specular = 0;
#endif
float3 result = lerp( diffuse, env, fre ) * ( G.Lamp0Color.rgb * light.a + ambient ) + specular;
result = lerp( G.FogColor.rgb, result, v.tc0Fog.z );
return float4( result, 1 );
}
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#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 2
#define CFG_GLOSS_SCALE 256
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0.3
#define CFG_SPECULAR_LOD 0.25
#define CFG_GLOSS_LOD 32
#define CFG_NORMAL_DETAIL_TILING 7
#define CFG_NORMAL_DETAIL_SCALE 0.6
#define CFG_FAR_TILING 0
#define CFG_FAR_DIFFUSE_CUTOFF 0
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#include "material.hlsl"